ECONOMICS AND FINANCE | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
MCH3012 | Physics for Game Programming | Fall | 3 | 0 | 3 | 6 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. MEHMET BERKE GÜR |
Recommended Optional Program Components: | N/A |
Course Objectives: | Many games benefit from the use of real physics for enhanced reality. Therefore it is important for a game developer to understand and use law of physics to plan more realistic games. This course serves as a starting point for the development of physics-based realistic games. |
The students who have succeeded in this course; 1- Apply Newton’s Second Law to particles and particle systems, 2- Use 3D kinematics of particles and rigid bodies in example scenarios, 3- Describe the forces and moments in rigid bodies, 4- Model the motion of fundamental vehicles : aircraft, ship and car, 5- Understand the physics of light and its interaction between surfaces, 6- Describe the surface properties of different materials used in solid modeling, 7- use Processing environment to program fundamental game concepts with physical realism |
The role of physics in game programming; Basic Concepts from Physics; Rigid Body Motion; Introduction to Processing Programming; Game Programming Lab; Vehicle models; Modeling ambient environment; Game programming applications; |
Week | Subject | Related Preparation |
1) | The role of physics in game programming | See course web site for additional resources and info |
2) | Basic Concepts from Physics: Velocity, mass, acceleration, force etc. | |
3) | Basic Concepts from Physics (cont) | |
4) | Rigid Body Motion; Term projects and formation of project groups | |
5) | Introduction to Processing Programming | |
6) | Processing (cont) | |
7) | Game Programming Lab | |
8) | Vehicle models | |
9) | Vehicle models | |
10) | Modeling ambient environment | |
11) | Modeling ambient environment (cont) | |
12) | Midterm; Project interim checks | Prepare yourself for project interim check |
13) | Game programming applications | |
14) | Project presentations | Prepare a presentation about your project; check your project whether it works for all conditions |
Course Notes / Textbooks: | David H. Eberly, “Game Physics”, (2010, 2nd ed.) ISBN:978-0123749031 |
References: | Online resources, Video tutorials |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 5 |
Homework Assignments | 3 | % 15 |
Presentation | 1 | % 10 |
Project | 1 | % 40 |
Midterms | 1 | % 15 |
Final | 1 | % 15 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 45 | |
PERCENTAGE OF FINAL WORK | % 55 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Laboratory | 1 | 3 |
Study Hours Out of Class | 16 | 48 |
Presentations / Seminar | 1 | 5 |
Project | 1 | 20 |
Homework Assignments | 3 | 12 |
Midterms | 1 | 4 |
Final | 1 | 6 |
Total Workload | 140 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Build up a body of knowledge in mathematics and statistics, to use them, to understand how the mechanism of economy –both at micro and macro levels – works. | 3 |
2) | Understand the common as well as distinctive characters of the markets, industries, market regulations and policies. | 2 |
3) | Develop an awareness of different approaches to the economic events and why and how those approaches have been formed through the Economic History and understand the differences among those approaches by noticing at what extent they could explain the economic events. | 1 |
4) | Analyze the interventions of politics to the economics and vice versa. | 3 |
5) | Apply the economic analysis to everyday economic problems and evaluate the policy proposals for those problems by comparing opposite approaches. | 2 |
6) | Understand current and new economic events and how the new approaches to the economics are formed and evaluating. | 2 |
7) | Develop the communicative skills in order to explain the specific economic issues/events written, spoken and graphical form. | 3 |
8) | Know how to formulate the economics problems and issues and define the solutions in a well-formed written form, which includes the hypothesis, literature, methodology and results / empirical evidence. | 2 |
9) | Demonstrate the quantitative and qualitative capabilities and provide evidence for the hypotheses and economic arguments. | 2 |
10) | Understand the information and changes related to the economy by using a foreign language and communicate with colleagues. | 3 |